by mankrip » Sat Sep 21, 2013 1:12 am
The fastest way would be to throw away all of the SPR rendering code, transform and project only 3 of the 4 vertexes (the top ones, plus the left-bottom one), and use those coordinates to render the texture as a 2D image (Makaqu's code for drawing the console background could be perfect for this) while checking & filling the Z buffer.
Combined with Makaqu's single-pixel Z buffer check for particles, it would be really fast. Not as fast as Makaqu's particles (which are faster than Abrash's x86 ASM particles), but good enough to draw many textured particles on the screen.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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